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Elements don't always deactivate and sometimes conflict #20

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ischmal opened this issue May 22, 2024 · 1 comment
Open

Elements don't always deactivate and sometimes conflict #20

ischmal opened this issue May 22, 2024 · 1 comment
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@ischmal
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ischmal commented May 22, 2024

On the Loveland PD demo Caprice, the brake/taillights aren't being correctly drawn during the bloom pass -- but only after the emergency lights are activated.

This issue is not present on the other Caprice demonstrators.

@ischmal ischmal converted this from a draft issue May 22, 2024
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ischmal commented May 28, 2024

Two independent issues:

  1. A light receiving multiple inputs can sometimes be deactivated while a lower-priority state input is never removed. This leaves it the render queue until the controller is out of the player's PVS.

  2. Certain lights rendered in the "off" state can end up visually blocking lights or meshes behind it

@ischmal ischmal changed the title Strange mesh light bloom behavior? Elements don't always deactivate and sometimes conflict May 28, 2024
ischmal added a commit that referenced this issue May 28, 2024
- Mesh lights with an intensity of 0 are no longer drawn, preventing z-conflicts
@ischmal ischmal moved this from Pending to Need Feedback in Photon v2 Jun 2, 2024
@ischmal ischmal moved this from Need Feedback to In Progress in Photon v2 Jun 2, 2024
@ischmal ischmal self-assigned this Jun 7, 2024
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